Title says it all:
How many Doffs of a kind (e.a. Armory Officer, Doctor, etc.) should i have?
I searched on Google and came up with this List:
http://stargateunion.net/how-to-doff/how-many-doffs/
But i am unsure this is up to date, escecially since S9.5 is out (and, afak, changed the numbers of Doofs you needed for Assignments around).
So... is there any up to date List or at least a general rule of thump?
Thanks,
Gloomy
Comments
Overall as you work through the doff assignments it will kinda shake out which one's you need more of and which you don't need so much.
My character Tsin'xing
Remember that the quality of the Doff can improve the chances of a critical success which provides better rewards. Common (white) Doffs can die if a Doff mission ends in a disaster, but better quality Doffs will only get injured at worse.
In my opinion having 300 Doff slots seems to be optimal which allows for very good variety of Doffs at your disposal for various missions. That is the reason why all my toons have 300 Doff slots with the exception of my 1st toon which has 400 Doff slots.
You should be aware that colonists and prisoners will not use up any of the Doff slots. They go into a separate pool and you can have a maximum of 20 each. Also, Doffs that are assigned to active space and ground duty also do not use up an of the Doff slots. But when they are removed from active duty they will then use up the Doff slots again.